This didn't seem to have any relation to settings used within the importer, but just in case, I was using Static Mesh Import Type, Per Frame Sampling Type, Merge Meshes and Propagate Matrix Transformations* were checked, Force One Smoothing Group Per Object and Recompute Normals were unchecked, and Ignore Degenerate Triangles and Blend Overlapping Normals were checked, Create Materials was unchecked.
REPRO STEPS:
RESULT:
Editor crashes
Assertion failed: Mesh.VertexFactory->IsInitialized() [File:E:\UE4_Release-413\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp] [Line: 45] UE4Editor_Renderer!FBatchingSPDI::DrawMesh() primitivesceneinfo.cpp:47 UE4Editor_Engine!FStaticMeshSceneProxy::DrawStaticElements() staticmeshrender.cpp:721 UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() primitivesceneinfo.cpp:144 UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() primitivesceneinfo.cpp:189 UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() rendererscene.cpp:466 UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() rendererscene.cpp:698 UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() taskgraphinterfaces.h:868 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:319 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:440 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34130 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.13 |
Target Fix | 4.15 |
Created | Aug 3, 2016 |
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Resolved | Dec 19, 2016 |
Updated | Sep 7, 2018 |